Search found 16 matches
- Mon Apr 24, 2017 10:22 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 232
- Views: 129514
Re: German localization discussion
Hallo Leute, musste grade ganz schön lachen als ich die Bezeichnung für den neuen "high quality mode" im grafikmenü gelesen hab, "Häufiger"e grafik ist doch was feines Muss wohl "Hoch"oder so hin.
- Mon Apr 24, 2017 6:47 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 149734
Re: Version 0.15.0
Something less critical: in the german version HD mode is labeled "Häufig" which means often not high. "Hoch" would be the correct translation. Or just "HD" or "spektakulär"
- Sat Jan 31, 2015 1:18 pm
- Forum: News
- Topic: Friday Facts #71 - To the stars
- Replies: 61
- Views: 47680
Re: Friday Facts #71 To the stars
I spy a new electric engine sprite! :D lol, will you pull that silo out of your pocket like other buildings? I have to admit that that does unease me a bit, until now even the Roboport was imaginable as "just plonk down"(tho not from the pocket^^) but with this huge hole it does look a bit...
- Sat Dec 20, 2014 12:02 pm
- Forum: Gameplay Help
- Topic: Inserter stack bonus screw up.
- Replies: 8
- Views: 3568
Re: Inserter stack bonus screw up.
So the problem is that your Assemblers get assymetric amounts of Wire? So one gets 2 the other one gets 4, during one cycle? To fix this you'd have to resort to what n9103 suggested. however you could try one of the following: 1. Replace the inner two fast inserters with inserters. 2. replace the ou...
- Mon Nov 24, 2014 11:08 am
- Forum: Show your Creations
- Topic: Even distribution of potions into labs using splitters
- Replies: 16
- Views: 17178
Re: Even distribution of potions into labs using splitters
Unless you really go overboard with Labs, not having maximum compression for belts really does not slow down your tech. Especially as all those turns are AFTER the initial Splitter and thus the compression on these belts is already halved. A problem that could come up with the Tree-setup when more t...
- Mon Nov 17, 2014 1:16 pm
- Forum: Gameplay Help
- Topic: How can I control production amounts better?
- Replies: 9
- Views: 6980
Re: How can I control production amounts better?
Depending on how your Lab Input is built you could add a "buffer-chest" that is wired to the SMART Inserters of your Assemblers which shut off when you have sufficient Packs in your bufferchests. That would work without a Logistics Network. Once you have the Log-Net it's simple as can be a...
- Thu Nov 13, 2014 10:55 pm
- Forum: Gameplay Help
- Topic: Why not build all Boilers and Steam Engines at once?
- Replies: 2
- Views: 2333
Re: Why not build all Boilers and Steam Engines at once?
I tend to lay the foundation for such a boiler setup with only pipes. Not because of energy issues but because Boilers use up Stone furnaces and once I swith to steel and subsequently Electric miniers, they just clutter up my Inventory.
- Sun Nov 09, 2014 3:04 pm
- Forum: Technical Help
- Topic: 0.11 not running on 64bit Linux
- Replies: 5
- Views: 5620
Re: 0.11 not running on 64bit Linux
huh, After reinstalling it 2 times and deleting mod, config and temp folders(again), while taking some time at 10% it now runs smoothly. Thanks for your advice, Incase it's any help I'll attach the logfile 0382.458640 Info AllInOne.cpp:141: 2014:11:09 15:58:06; Factorio 0.11.1 0382.615744 Info AllIn...
- Fri Nov 07, 2014 11:06 am
- Forum: Technical Help
- Topic: 0.11 not running on 64bit Linux
- Replies: 5
- Views: 5620
0.11 not running on 64bit Linux
Hello fellow Factorians! After updating to the new Version my Factorio refuses to load past 2%, it simply shuts down. Until now I did not have any issues with Factorio and it's actually running smoothly on my win 7 64bit. I tried the 32bit Version, which does not run at all. My knowledge of Linux is...
- Mon Aug 25, 2014 10:08 am
- Forum: Gameplay Help
- Topic: More trains vs. longer trains
- Replies: 16
- Views: 25409
Re: More trains vs. longer trains
I've tried multiple Trainstations for one unloading Plattform each with 2 wagonlengths in between. It prevents conveyor Overflow, as you're effectively ony unloading 2 wagons at a time and only requires minimal space next to the track. However one may want to add a second row of buffer chests and it...
- Fri Aug 15, 2014 9:56 am
- Forum: Gameplay Help
- Topic: Another stupid question [Answered]
- Replies: 6
- Views: 2576
Re: Another stupid question [Answered]
I think you have just grasped a core concept of FactorioThanks guys i think ill stick with just making more furnaces
- Wed Jul 16, 2014 10:52 am
- Forum: Translations
- Topic: [0.9.0] german translation
- Replies: 23
- Views: 16244
Re: [0.9.0] german translation
Hallo Leute, Mir sind ein par Probleme mit der Deutschen Version von Factorio aufgefallen: Passive und Aktive Anbieterkisten heissen beide einfach "Anbieterkiste" Bei der Produktionsübersicht stehen die gleichen unter-Überschriften wie bei dem Elektrizitäts-Übersichtsfenster, sind jedoch e...
- Fri Jul 11, 2014 10:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.2][kovarex] Logistic chests priority problem
- Replies: 13
- Views: 5080
Re: [0.10.2][kovarex] Logistic chests priority problem
Passive Provider chests are pretty usefull when you don't set up a large centralized storage. They are sort of a simpler solution for overproduction than smart inserters. not as precise true but perfectly suitable for a smaller base. With PP chests you always know where you'd quickly get a stack of ...
- Sun Jun 15, 2014 11:46 am
- Forum: Gameplay Help
- Topic: Set tech status in Editor
- Replies: 4
- Views: 2103
Re: Set tech status in Editor
oh, it helps as now I don't have to press randoms keys in the editor :D Ha, It worked, this was easier than I had thought, many thanks! Is it always necessary to deactivate all Techs/recipes, or is it just far more convenient when doing "lowtech" games? I made a quick run with local recipe...
- Sat Jun 14, 2014 11:17 am
- Forum: Gameplay Help
- Topic: Set tech status in Editor
- Replies: 4
- Views: 2103
Set tech status in Editor
Hello fellow Factorio fans,
Two questions regarding the Scenario Editor:
1. How do I Set a tech as "researched" in the Editor.
2. How do I modify the availible techs for a scenario in the Editor.
I hope I posted this in the right spot.
thanks in advance!
Two questions regarding the Scenario Editor:
1. How do I Set a tech as "researched" in the Editor.
2. How do I modify the availible techs for a scenario in the Editor.
I hope I posted this in the right spot.
thanks in advance!
- Fri Jun 13, 2014 11:43 pm
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 29447
Re: Friday Facts #38
The sounds make the game seem much more finished in a rather subtle way.
the only one I really dislike is the Radar, not because it's bad but because I always think something bad is happening when I'm passing by my radar :/
the only one I really dislike is the Radar, not because it's bad but because I always think something bad is happening when I'm passing by my radar :/